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== External Links == | == External Links == | ||
[http://horibuna.web.fc2.com/EXVSFB/EXVSFB_2hd09ks78fhs.html Horibuna niconico replay archives (FAZZ)] | [http://horibuna.web.fc2.com/EXVSFB/EXVSFB_2hd09ks78fhs.html Horibuna niconico replay archives (FAZZ)] | ||
[http://www.youtube.com/watch?v=d4_VfYENAE0 EXVSFB FAZZ Combo Summary (Japanese Subs)] | |||
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{{Navbar-EXVSFB}} | {{Navbar-EXVSFB}} |
Revision as of 03:39, 23 August 2014
Full Armor ZZ Gundam
Pilot: Judau Ashta
Cost: 2500
Durability: 620
MA Mode: No
Equip Change: Yes (Armor Purge)
Dustloop Thread: Full Armor/Enhanced ZZ General Discussion
JP wiki: FAZZ (tactics) FAZZ (Combos) EZZ
Common Nicknames: FAZZ
Introduction
FAZZ is a long-range bombardment support MS with extremely powerful weapons. CSa missiles are spammable, can multi-lock, and have decent range and good tracking but damage will vary considerably based on your range (which affects how many missiles will actually hit). FAZZ's BR is slightly stronger than those of most 2500 cost suits. Sub is a forced Down tool when both beams hit, which is extremely useful for keeping an enemy partner out of play or bailing your partner out of a combo quickly. AC has a very long range and deals a ton of damage.
The trade-off for its high damage output though is its mobility and melee are quite poor, making its self-defense equally poor if an enemy is able to close in on you. This will be even more noticeable if you do not have any Sub ammo available should this happen. So, you have to make sure to protect your own health from a back position, but also have to make sure that you are not so far back and cautious that you've left your partner susceptible to double lock.
A very important thing you have to take caution with when playing FAZZ is the potential for friendly-fire, especially if you are partnered to a melee-heavy suit. Pretty much all of FAZZ's attacks are very wide, deal high damage, and knockdown, completely interrupting any flow your partner may be trying to establish.
EZZ gains considerably more mobility than FAZZ, and better melee, but sacrifices some firepower for it.
The damage potential of this suit is astounding, but because of it's horrid mobility, it's difficult to recommend to a beginner who has not yet developed a fuller understanding of how to greedily protect their health and handle their surroundings.
Changes from EXVS
Movesets
Full Armor ZZ (FAZZ) Moveset
Ranged | Name | Ammo | Damage | Reload/Charge | Down Value | Notes |
---|---|---|---|---|---|---|
[A] Main | Double Beam Rifle | 7 | 80 (40/hit) | 1 ammo/3 sec | 3.0 (1.5x2) | Stronger than other 2500 cost BRs. 2 beams in a shot. |
[CSa] | Full Missile Barrage | - | 20~130 | 1.5s | 0.2 | Can multi-target.
Cancel the camera change by holding down before using (2CSa) |
[CSb] | Hyper Mega Cannon + Back Missile Pod | - | 22~326 | 1.5s | 5.0 (0.25 x20) | One use per life. →EZZ after use.
Super Armor on shot. Cancel the camera change by holding down before using (2CSb) |
[AB] Sub | Double Cannon | 4 | 120 (60/hit) | 1 ammo/7s | 2 beams in the shot. Forced Down if both beams hit.
Super Armor on startup. | |
[AC] | FA High Mega Cannon | 2 | 15~252 | 1 ammo/10s | 5.0 (0.25 x20) | Gerobi.
Super Armor until right when the beam fires. Cancel the camera change by holding down before using (2AC) |
[BC]→A/B/AC | Grab→Double Cannon/Throw/High Mega Cannon | - | 30→
160/212/280 |
- | 1.0→
1.0/4.0/5.0 |
Super armor on startup. →B is Special Down. |
Melee
(Input) |
Name | Damage | Down Value | Notes |
---|---|---|---|---|
5BB | Hyper Beam Saber | 132 | 2.7 | Special Down |
4/6B | Spinning Side Slash | 133 | 2.9 | Special Down |
8B | Stab | 113 | 2.1 | Down |
2B | Jump Slash | 85 | 3.0 | Stun |
BD~8B | Shoulder Tackle | 100 | 2.0 | Down |
Burst Super | Damage | Notes |
---|---|---|
Giant Hyper Beam Saber | 317/289 | Single downward slice with Giant Hyper Beam Saber. Super Armor on attack. |
Enhanced ZZ (EZZ) Moveset
Ranged | Name | Ammo | Damage | Reload/Charge | Down Value | Notes |
---|---|---|---|---|---|---|
[A] Main | Double Beam Rifle | 5 | 70 (35/hit) | 1 ammo/3 sec | 3.0 (1.5x2) | Stronger than other 2500 cost BRs. 2 beams in a shot. |
[CSa] | High Mega Cannon | - | 13~195 | 2.5s | 5.0 (0.25 x20) | |
[AB] Sub | Double Cannon | 4 | 120 (60/hit) | 1 ammo/9s | 3.0 x2 | 2 beams in the shot. Forced Down if both beams hit. |
[AC] | Zaku Head Zeta Assist | 1 | 102 (40/hit x3) | 1 ammo/12s | 5.0 (0.25 x20) | |
[BC]→A/B/AC | Grab→Double Cannon/Throw/High Mega Cannon | - | 30→
160/212/280 |
- | 1.0→
1.0/4.0/5.0 |
Melee
(Input) |
Name | Damage | Down Value | Notes |
---|---|---|---|---|
5BBB | Hyper Beam Saber | 173 | 3.5 | |
4/6BB | Spinning Side Slash | 170 | 2.6 | |
8B | Stab | 99 | 2.1 (0.7 x3) | |
2B | Jump Slash | 75 | 1.7 | Bounce |
BD~8B | Shoulder Tackle | 100 | 1.7 | Special Down |
Burst Super | Damage | Notes |
---|---|---|
Giant Hyper Beam Saber | 317/289 | Single downward slice with Giant Hyper Beam Saber. Super Armor on attack. |
Cancel Routes
FAZZ Cancel Routes
[A]→Sub, BC
[BC]→A, B, AC
[5BB]→Sub, AC
[BDb]→Sub
EZZ Cancel Routes
[A]→Sub, AC, BC
[AC]→Sub, BDb
[BC]→A, B, AC
[5B~B]→A, BC
[4/6B]→A, BC
Ranged Moveset Details
FAZZ Ranged
[A] Main - Double Beam Rifle
High power and down properties. Fires 2 beams giving it wide horizontal priority, but is also weaker if only one of the beams hits. Unforced Down if both beams hit. Mixing with CSa or Sub will help conserve ammo.
Cancels into Sub and BC.
[CSa] Main - Full Missile Barrage
Shoots a large number of missile with good guidance but the range is tricky - if you are at the limit of red lock or very close range only a few of the missiles will hit. To get the most damage out of it you need to be somewhere between 33-40% of your red-lock range away from the enemy. Basically, as long as you are in range you can pretty well count on at least one of the missiles to hit, but how many will hit is affected by your exact range from the target. 1hit staggers but it has extremely low Down value, so you want to make sure to use a followup attack. The missiles have a sort of wide spread at the shoulders, so it's possible to use this to defend from closing enemy melee. You can BDC to change the number of missiles fired.
[CSb] Main - Hyper Mega Cannon
Incredible high damage and muzzle correction.
If you use this at point-blank range such that the explosion hits you you'll take 27 damage.
[AB] Sub - Double Cannon
Similar to BR fires 2 extremely strong beams causing unforced Down. Fast travel speed and good muzzle correction and guidance.
Can cancel into from BR and BD melee. BR→Sub does the same damage as BR>BR zunda, so use this to economize your ammo.
[AC] Special Shot - FA High Mega Cannon
.
EZZ Ranged
[A] Main - Double Beam Rifle
Same as FAZZ BR but 10 less damage and 2 less shots.
[CSa] Main - High Mega Cannon
Noticeably less damage than FAZZ HMC and does not have Super Armor now.
[AB] Sub - Double Cannon
Same as FAZZ Sub but reload is 2 seconds longer per shot and does not have Super Armor now.
[AC] Special Shot - Zaku Head Zeta Assist
Cancels into Sub and BDb. Cannot amekyan from it.
Melee Moveset Details
FAZZ Melee
[5BB] Melee - Hyper Beam Saber
2hit attack doing 65/134 damage, 1.7/2.7 Down. Second hit is an upward knockaway. It's possible to followup with 6B or 8B if you 6SC or 8SC immediately when the second hit connects, but definitely inconsistent. Can cancel into Sub and AC.
[4/6B] Melee - Spinning Side Slice
Single stage attack but hits twice for 65/133 damage, 1.7/2.9 Down. Second hit does a knockaway that also bounces the opponent. So effectively the same as using 5BB, but doesn't have the two cancel routes. It's priority is ok, but its speed and swerve are low, and it forces a camera change that you cannot cancel.
[8B] Melee - Stab
Very strong priority, but reach and speed are bad. Long knockaway makes it near impossible to followup. Best suited for ending combos or if you absolutely need to win a melee clash.
[2B] Melee - Jumping Slash
Low damage with a stun. It's hidden strength though is that it consumes extremely little boost and is extremely important for incorporating vertical motion into your movement to make you harder to hit and to affect the opponents camera.
[BDb] Melee - Shoulder Tackle
Ok speed over short ground but very short reach. Cancels into Sub if you hit with the attack first, which is good because that is basically the only thing you are going to be able to followup this attack with due to the knockback and the way it moves you above the opponent.
[BC] Special Melee - Grab→
.
EZZ Melee
[5BBB] Melee - Hyper Beam Saber
Now a 3-hit attack that does 60/116/173 damage, 1.7/2.0/3.5 Down. Hits much faster than FAZZ 5BB
[4/6B] Melee - Spinning Side Slice
2-stage, 3-hit attack (first stage 2-hit) that does 60/116/170 damage, 0.85/1.7/2.6 Down. So again, essentially the same as 5B but can extend combo damage a little further because of lower Down values.
[8B] Melee - Stab
Same as FAZZ 8B but faster
[2B] Melee - Jumping Slash
Same as FAZZ 2B but is faster, leaps higher, and does a high bounce instead of a stun. Also does slightly less damage and Down.
[BDb] Melee - Shoulder Tackle
Same as FAZZ Sub but faster, better reach, and less Down.
[BC] Special Melee - Grab→
Same as FAZZ BC but does not have super armor now
Ex Burst
EX Attack
Giant Hyper Beam Saber
317/289
FAZZ's Giant Hyper Beam Saber (GHBS) is one of the hardest hitting attacks in the entire game, being passed only by Master, DX, Turn-X, and Ex-S's EX attacks in the 3k tier. More favorably though (or less, depending on how you look at it), GHBS does all of it's damage instantly in one hit as opposed to the nuke zones or time requirements of some others. The largest drawback though is it's a very easy to side-step attack, leaving you exposed and having missed out on dealing a lot of damage. Therefore, it's best used out of a quick combo that causes a small amount of proration.
EX Burst Selection
Assault +25% Damage, +??% Defense
Blast +15% Damage, +??% Defense
Given the relative closeness of the increased damage between the two, it's a little hard to argue for taking Assault over Burst for FAZZ/EZZ. Depending on how well you've taken care of your health, at the point that you are getting to your half burst you typically may be in or approaching switching to EZZ mode, which has noticeably diminished ammo and reload rate compared to FAZZ, and so can greatly benefit from the increased reload rate of Blast. The main benefit of Assault would be the increased pursuit speed for if you are playing aggressively expressly intending to use an GHBS-ending combo.
Info and Tactics
Tactics
Early Game - FAZZ:
FAZZ carries some of the strongest rear guard firepower in the entire game. Your role is to hang back and pepper the battle field with shots and missiles and look for opportunities to unload the fury of High Mega Cannon, taking caution at all times not to commit friendly-fire and to be aware of your surroundings to not allow yourself to be flanked by the enemy partner. You also need to take caution that you don't play so far back that you fail to contribute your huge damage potential to the match while also leaving your partner vulnerable to double-lock scenarios. If you find yourself being closed in on by melee Sub, AC, and BC all have Super Armor defense to help you keep the opponent at bay. Truthfully though, a lot of burden rides on the front guard to keep the focus on them, allowing you to freely move and barrage the battlefield.
Partner Considerations
- 3000:
- 2500:
- 2000:
- 1000:
Armor Purging to EZZ
When should I purge?
Because FAZZ has superior ammo stocks and ranged damage compared to EZZ, it's preferable that you stay in FAZZ for as long as possible - even the whole match if things are so favorable. But you have to be mindful of your partner's health and the overall damage race, so it's advisable that you purge either when your front guard begins to get low on health, or when you hit ~50% health so that you can use the improved mobility to draw out your survivability a little longer. If you still have a lot of ammo and a momentum advantage when you reach 50%, you may consider waiting a little longer, but if you get to red health you risk waiting too late, and even risk dying without having used CSb if you take 1-2 bad hits, and not using CSb before dying is something you absolutely musn't do. If you are preparing to purge and still have 2 HMCs, it's nice to try to fire those off first, unless you are just being mercilessly pressured at close range by an enemy.
On the other hand, if you are completely out of FAZZ ammo, purging will completely reload your BR and Sub ammo to their EZZ ammo counts.
Furthermore, if you find yourself facing a double front style team (such as Quanta/Exia or such) that is playing really aggressively, check their avoidance and agility as quickly as possible at the start, and you might realize you need to purge at the start of the match in order to have better mobility viability fighting 1-on-1.
Ammo awareness in EZZ
In brief, it's important to realize the aforementioned decrease in ammo and ranged output EZZ has:
- BR: ammo 7→5, reload rate is unchanged, 10 less damage
- CSa: missile barrage→HMC: 1.5s→2.5s charge, 20~130→13~195 damage
- Sub: ammo and damage unchanged, but reload rate 7s/1 ammo→9s/1 ammo
- AC: HMC→Zaku Head Zeta: ammo 2→1, reload 10s/1 ammo→12s/1ammo, damage 252→120 (40/hit)
This leaves you with a base ammo count of 10. Over 12s (AC reload time) you gain 4 BR and 1 Sub, but you will see that you can spend this ammo supply very quickly depending on the circumstances. Being caught late game at low health without Sub is especially dangerous. You must be extra wise and efficient with your EZZ ammo stock.
"Agile" Movement with FAZZ/EZZ
In contrast to FAZZ's top-class damage, it has some of the worst mobility in the game. It's step cancel performance is low, is chase capacity is low, its boost dashing is sluggish, and even his attacks feel slow to start and exposed. Because of this its absolutely imperative that you do not make foolish mistakes from the back position that leave you an easy target for damage.
Using 2B
Chasing with FAZZ/EZZ
While made abundantly clear that mobility and melee are the least of FAZZ's fortes, you may inevitably find yourself in a situation where you are at the end of the game, your partner is at low health, and you need to close out the last kill quickly. You need to know what your best option for chasing down an enemy is.
Firstly, don't even try it in FAZZ, you will not succeed - purge to EZZ. In EZZ, unless you have EX available, your highest damage abilities are going to start with BC, but the range and chase distance of this is obviously poor. Your best chase ability is your BD melee, but even it has poor range (but great speed over short ground) and cut resistance. Your 5B has ok chase range, but also has poor cut resistance when approaching. Therefore, really your only option is boost dashing on an angle that will cut off your opponent's escape vector, using Sub as available to try and knock them down to allow you more time to catch up. Once you get close enough, if your target is standing you need to decide to either commit to a 3x BD melee attack, or your 5/6BB→BC~B>>BDb>Sub attack. If the opponent is down and preparing to get back up when you get close then you have a better chance of getting off one of your BC attacks.
Combos
- A number of these combos can be seen in video format at the link in the External Links section at the bottom.
FAZZ Combos
Input | Damage | Notes |
---|---|---|
BR [A] Starter | ||
BR>>BR | 136 | |
BR→(>>)Sub | 136(164) | Easy Down |
BR>>BC~B>Sub | 240 | Fundamental intercept combo |
[CSa] Starter | ||
CSa>>BR | 98~347 | Depending on number of CS hits (24 max) |
CSa>>BR>>BR | 152~256 | Same as above (9 max) |
CSa>>BR>>Sub | 179~273 | Same as above (9 max) |
CSa>>Sub | 137~358 | Same as above (24 max) |
CSa(3hit)>>AC | 220 | |
CSa>>(→)CSb | 327(333) | This damage comes almost entirely from the CSb being a full hit. The number of missile hits is going to vary the Down value before CSb, and so the number of hits in CSb will vary. But CSa is the ability that will cause the least starting amount of Down and also staggers the enemy, allowing CSb to be able to hit more times. |
If you are forced into a situation where you need to melee in FAZZ, 5BB offers more followup possibilities than 6B. However, 6B>BC is much more consistent than 5BB>BC (although 5B>BC is certainly easier than 5BB>BC). Remember their damage and Down are almost identical. As a whole though FAZZ's melee has high damage potential, but is bulky and inconsistent in meeting this potential.
Input | Damage | Notes |
---|---|---|
[5B] Starter | ||
5BB>>(→)Sub | 173(188) | Upward knockback |
5BB>>(→)AC | 221(193) | Upward knockback |
5BB>8A>Sub | 242 | >BR does 239. |
5BB>6B>Sub | 230 | >BR does 212. >6B seems to be more consistent with left-step.
Slightly less damage than above, but better movement and more consistent. |
5BB>BC~B>Sub | 280 | Forward-fuwastep into BC; forward-step into Sub (this is a must, otherwise you won't hit).
Crushing damage with very strong launched knockaway, but 5BB>BC is very inconsistent even with fuwastep, and the BC~B>Sub is also iffy. Takes a lot of practice. 5B>BC~ does 253 damage while being an obviously easier transition. |
5BB>BC~AC | 225 | Considering difficulty of 5BB>BC transition, if you succeed you should use to above combo.
5B>BC~ offers 217 damage |
[4/6B] Starter | ||
6B(1hit)>6B(2hit) | 167 | |
6B(1hit)>AC | 212 | There's a delay though where the enemy seems to partially recover and can possibly immediately boost or counterattack. |
6B(1hit)>BC~B>Sub | 253 | Forward-step in to Sub
Less damage than 5BB derivative (same damage as 5B>BC), but is much more consistent. |
6B(1hit)>BC~AC | 217 | Same damage as 5B>BC~ |
6B(1hit)>6B(1hit)>BC~B>Sub | 249 | Inefficient compared to 1x 6B(1hit)> derivative. |
[8B] Starter | ||
8B>Sub | 137 | >BR does 129, >8B does 121 |
[2B] Starter | ||
2B>BC~B | 213 | |
2B>BC~B>Sub | 273 | |
2B>BC~AC | 178 | |
2B>6B | 155 | |
[BDb] Starter | ||
BDb>Sub | 196 | |
[BC] Starter | ||
BC~B>AC | 299 | The damage from the AC is actually not so high, but it causes an extremely high forced Down. |
BC~B>Sub | 244 | Quick ending for extremely high launch |
BC~AC(7hit)>BC~B>Sub | 353 | Death combo. Can destroy 1000 cost suit. |
EZZ Combos
Input | Damage | Notes |
---|---|---|
BR [A] Starter | ||
BR>>BR>>BR | 147 | |
BR>>(→)Sub | 154(126) | |
BR>>BR>>(→)Sub | 167(151) | |
BR>>5B→BR | 147 | Freefall ending |
BR>>5BB→BR | 172 | Freefall ending |
BR>>5BB>Sub | 189 | |
BR→BC~B | 154 | |
BR→BC~B>>BDb→Sub | 218 | |
BR→BC~AC(3hit) | 173 | Launched unforced Down |
BR→AC | 136 | Forced down and conserves ammo. |
BR>>BDb>>BDb | 190 | |
BR>>2B | 123 | Bounces enemy
Can add >8B to the end for 157, >>BDb 173, |
AC Starter | ||
AC>>(→)Sub | 168(146) |
The first 2 hits of both 5B and 4/6B do the same amount of damage, and even the last hit only does 3 more damage with the 5B variant, so these can be used essentially interchangeably in the following combos. The main difference is the 4/6B variant does slightly less Down so it lets you extend combo damage just a little further. 4/6B also offers better movement.
Input | Damage | Notes |
---|---|---|
[5B] or [4/6B] Starter | ||
6BB>6BBB | 211 | This is where the majority of the damage in the next couple combos comes from. |
6BB>6BBB>BR | 219 | |
6BB>6BBB>Sub | 223 | 8SC gives you the best chance of having both beams hit. |
6BB>6BBB>AC | 215 | |
6BB>6BBB>8B | 215 | Does very comparable damage and doesn't consume any of your ammo.
Although there are some higher damage combos, this is an extremely stable source of decent damage for its simplicity, and has good motion. Fundamental. |
6BB>6BB>(→)BR | 209(204~209) | Freefall shooting |
6BB>6BB>(→)CSa | 209(209~219) | |
6BB>6BB>>BDb | 217 | |
6BB>>BDb>(→)Sub | 235(217) | 8SC gives you the best chance of having both beams hit. |
6BB→BC~B>>BDb>>BDb | 244 | |
6BB→BC~B>>BDb>(→)Sub | 247(241) | |
6BB→BC~B>8B>BR | 233 | This is much more consistent to hit with than >>BDb variants |
6BB→BC~AC | 223 | ~A does 178, ~B does 194
This is a downgrade in damage from just BC~AC (238~249), but is a safer approach than trying to open with BC |
6BB→BC~B>6BB>(→)BR | ???(229) | (Freefall). Use forward-step into second 6BB. |
6BB>>BDb>>BDb | 226 | 4/6BDC into first BDb is most consistent |
[2B] Starter | ||
2B>5BBB | 204 | |
2B>5BB>(→)BR | ???(197) | |
2B>5BB>Sub | 219 | Knockaway Down |
2B>5BB>2B | 199 | second 2B can umeki |
2B>5BB>>BDb | 210 | |
2B>2B>Sub | 201 | 2B>2B alone does 135. >BR does 177.
>2B x3 does 180 (high cut resistance). >>BDb does 195. |
2B>>BDb>(→)Sub | 226(203) | Fast combo with high firepower. |
2B>>BDb>>BDb | 215 | |
2B>6BB→BC~B>>BDb | 8BDC into BDb most stable. | |
2B>BC~B>>BDb>(→)Sub | 254(245) | Strongest 2B combo. Have to briefly delay 2B>BC transition. 8BDC into BDb. |
[BDb] Starter | ||
BDb>>BDb>>6BB | 244 | |
BDb>>BDb>>BDb | 240 | This finishes faster than 6BB, and is the go-to BDb combo.
Again, while there are other higher damage combos, this should be considered your #1 offensive/chase combo (compared to 6BB>, BdB combo having better self-defense attributes) for its quickness, cut resistance, and damage. Timing takes a little practice though. |
BDb>>BDb>8B | 237 | Again, this will do extremely comparable damage to a >BR or >(→)Sub combo, and doesn't consume any precious ammo.
Slightly more stable than the 3x BDb>> quick-hits combo. |
BDb→CSa | ~222 | |
[BC] Starter | ||
BC~AC>>BC~AC | Have to BDC within the first 7 hits of the first AC to get the followup or enemy will be knocked away (which basically means BDC immediately as beam hits the enemy) | |
BC~AC>>BC~B>Sub | 312 | Strongest non-EX EZZ combo. Same note as above. |
BC~AC>>BD~B>BDb | ||
BC~B>>BDb>>BDb>>BDb | 270 | Ending with >8B will do 250 if hitting with BDb 3x proves inconsistent. →Sub 252; >BR 251 |
EX Combos
There's a number of >EX combos on the JP wiki that I haven't included because due to combo proration they wind up doing less damage than just a simple 6B>EX (and some of them even less damage than if you'd just used the EX attack alone). Here are the most efficient ones and some other EX-only combos that don't end in >EX.
Input | Damage | Notes |
---|---|---|
FAZZ EX Combos | ||
BR>>BC~B>EX | 340/??? | Does 358 if you awaken while while holding with BC before ~B |
BC~B>EX | 356?/352? | |
BC~AC | 351/326? | |
EZZ EX Combos | ||
2B>BC~B>EX | 351/326 | Does the same amount of damage as BC~B>EX, and 2B provides good vertical movement and the slight stun to allow you to more easily BC grab. |
BDb>>BDb>>BDb>EX | 359/352 | BDb provides a great sneak attack due to its speed if the enemy isn't expecting it. |
BC~AC>EX | 368?/360? | MAX DAMAGE FAZZ/EZZ combo |
2B>BC~AC>EX | ???/??? | |
BDb>>BDb>>BDb>>BDb | 318/288 | 4th BDb only possible in EX mode. Extremely fast.
Using 7/9BDC makes it slightly more consistent. |
2B>2B>2B>2B | 238/217 | 4th 2B only possible in EX mode. Dribble combo. |
BC~AC | 282/??? | |
2B>BC~AC | 257/??? |
External Links
Horibuna niconico replay archives (FAZZ)
EXVSFB FAZZ Combo Summary (Japanese Subs)